Kingmaker AP

Game Master dfsearles

Dipping my hand in the DM pool.

Kingmaker maps


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Grand Lodge

None Immortal God 99

Discussion tab is open. Feel free to start talking amongst yourselves while we wait for the last couple of submissions


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP

Cator's Theme


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

"Wait, I'm supposed to go WHERE? WHY? There's no library there!"


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

Dotting politely.


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP

As requested by DM Dfsearles

Vesnia Uritio, 1st-level tiefling (devil-spawn) cleric of Desna
CG Medium Outsider (native)
Init +1; Senses Darkvision 60ft., Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 10 (1d8 + 2 Con/level)
Fort +4, Ref +1, Will +5
Resist 5/cold, electricity, and fire
OFFENSE
Speed 30 ft.
Melee Starknife +0 (1d4/19-20)
Special Attacks Channel energy 1d6 4x/day
Spell-like Ability pyrotechnics 1/day, prehensile tail.
Cleric Spells
0-level Spells Known create water, enhanced diplomacy, guidance
1st-level Spells Known [u]protection from evil[/u], bless, sanctuary
STATISTICS
Str 10, Dex 12, Con 14, Int 11, Wis 16, Cha 12
Base Atk +0; CMB +0; CMD* 11
Feats Extra Channel
Skills Appraise +0, Bluff +22, Craft +0, Diplomacy +7, Heal +3, Knowledge (arcana) +0, Knowledge (history) +0, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge (religion) +0, Linguistics +0, Perception +3, Profession +0, Sense Motive +9, Spellcraft +0; Racial Modifiers +2 Diplomacy, +2 Sense Motive.
Traits (Religion) Stoic Optimism and (Faith) Undaunted
Languages Common (Taldane), Infernal
Items Cleric's Kit (includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (10 days), a waterskin, and a wooden holy symbol.)
Combat Items Chain shirt, starknife
CLASS FEATURES
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Channel energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains Good and Luck
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Grand Lodge

None Immortal God 99

Drekan, where did you get Clever Cat from? I'm building your character in PCGen but it isn't listed

Grand Lodge

None Immortal God 99

Cator, I meant privately, but this will work as she will be introduced at the start of the adventure. If anyone else has an NPC for your character's background, feel free to share. Don't do it if it isn't in your background though, and don't worry about parent's siblings etc. This is his wife, so it made sense to have him build what his character would have married.


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

I build referencing the Nethys site, because I don't have the software and it is so much faster than finding the right page in a book. Nethys says it is out of the Race Guide, I thought. Quick enough to check!

Edit: Yep. Nethys says Advanced Race Guide, page 91.

Edit2: If the group wants me to drop the face role to cover the trap stuff, I'll obviously want to swap out Clever Cat as part of that conversion.

Grand Lodge

None Immortal God 99
Drektan wrote:

I build referencing the Nethys site, because I don't have the software and it is so much faster than finding the right page in a book. Nethys says it is out of the Race Guide, I thought. Quick enough to check!

Edit: Yep. Nethys says Advanced Race Guide, page 91.

Edit2: If the group wants me to drop the face role to cover the trap stuff, I'll obviously want to swap out Clever Cat as part of that conversion.

I see the issue. Both Cat's Claws and Clever Cat replace natural hunter, so you'll have to pick one. Also, stating out your horse. I need 2 skill points (can be the same skill) and 1 feat.


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP
DM Dfsearles wrote:
Cator, I meant privately, but this will work as she will be introduced at the start of the adventure. If anyone else has an NPC for your character's background, feel free to share. Don't do it if it isn't in your background though, and don't worry about parent's siblings etc. This is his wife, so it made sense to have him build what his character would have married.

Funny thing about that. I never said Vesnia and Cator were married. In modern times, they would surely be 'common-law' married, but unwed yet deeply in love on Golarion.


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

Are you sure you didn't mis-click while entering the selections?

Here's the data from the race spoiler in the profile (which I couldn't get to open for some reason just now, I had to edit the profile to get to it?)

Ability Score Racial Traits Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type Catfolk are humanoids with the catfolk subtype.
Size Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed Catfolk have a base speed of 30 feet.
Languages Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Clever Cat Catfolk’s generally friendly disposition doesn’t preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces natural hunter.
Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision Catfolk have low-light vision allowing them to see twice as far as humans in dim light.
Catfolk Bard Favored Class Bonus Add +1/2 to the bard’s bardic knowledge bonus.

Grand Lodge

None Immortal God 99
Cator Garess wrote:
Funny thing about that. I never said Vesnia and Cator were married. In modern times, they would surely be 'common-law' married, but unwed yet deeply in love on Golarion.

DM ruling, you knock her up, you're married. lol

Grand Lodge

None Immortal God 99

I did, I thought you had taken Cat's Claws for some reason. thats good. still need the skills and feat for your horse.

Grand Lodge

None Immortal God 99

OK guys, we have a six man party. I'm building the team in PCGen so give me aa bit and we will get started in the next night or so.


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

Mechanical implementation question:

Does 1/2 level +1/2 per level equal a 1 point improvement per level, or do both round down so it is a 2 point bump every 2nd level?

Either way, Bardic Knowledge bonus will be +1 at level 1 and +2 at level 2. Question translates to do I get +3 or +2 at level 3? +5 or +4 at level 5?

Rounding down individually is the +2 every 2. Combining the bonuses is +1 per level.

Not changing the build at all. Obviously not, I hope.


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

2 ranks in Acrobatics.
Run feat.

Thought about Endurance. May be a better choice. But I'm thinking Monty Python needs, here!

Grand Lodge

None Immortal God 99
Drektan wrote:

Mechanical implementation question:

Does 1/2 level +1/2 per level equal a 1 point improvement per level, or do both round down so it is a 2 point bump every 2nd level?

Either way, Bardic Knowledge bonus will be +1 at level 1 and +2 at level 2. Question translates to do I get +3 or +2 at level 3? +5 or +4 at level 5?

Rounding down individually is the +2 every 2. Combining the bonuses is +1 per level.

Not changing the build at all. Obviously not, I hope.

the bonuses stack. so at level 3 you get 1/2 class (1.5 rounded down to 1) plus 1.5 FCB for a total of 2.5 or 2.

Grand Lodge

None Immortal God 99

Atlas, where did you get the undead-touched trait and how did you get the hare as a familiar option? Just trying to flush things out in PCGen and these aren't options for me.

Grand Lodge

None Immortal God 99

Gameplay thread is open. A note on something you will notice. If I give a DIRECTION to a character, in this case gather the party, assume they have done it. You may post freely as you wish at this point, but don't separate. I will also give an END ACTION like "move to the front of the hall" Once the player has posted this action, stop all posting and await my next post, this lets me know that you are all ready to proceed to the next part.

If you are given a DIRECTION and END ACTION, make sure all the other players have finished whatever it is they set out to do before posting the END ACTION, that way no one gets left out. Layla, as the "Party Leader" expect most of the DIRECTIONs to go to you.


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

Also dotting in. All right! Let's see how this goes.

Given that we have a second wizard I'll probably go with the plan of making Atlas an arcane trickster, so he'll go rogue at level 2 and get trapfinding and rogue skills. For kingdom management I guess he'll aim for the royal assassin or the spymaster :)

I'll slightly edit his profile to accomodate this direction, dropping the perception trait for reactionary.


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP

Noral, we have a cleric in the party. Play your wizard.


Female Human (Taldan) Aldori Swordlady 1 | HP 10/11 | AC 21 TO 15 FF 16 | F +3 R +4 W +2 | CMD 17 | Init +4 | Perc +3

Hi DM! Thanks for the invite! I’ll do the adjusts to Layla’s sheet and post in gameplay in some hours.

Please, feel free to send her directions, or message me when they’re to happen.

Happy to be here with you guys! What an interesting composition with two wizards.

Cheers


These two wizards ... ha ha ... ok ... let’s see how things develop!


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

Katarina - IIRC, your background had you more middle class upbringing than primary Lebeda family wealth. Is that correct?

I'm trying to figure out if we should have some history, or if I was assigned to assist a distant relative as an investment in the expedition. How well we might know each other, or not.

EDIT: BTW - I just happened to take this week off work, with no hard plans to fill the time. So, I'm checking the boards and responding far more frequently and at more diverse times than I will when I go back to work. <shrug>


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

Considering the stat rolls some of us have, I decided to save this as the 'superhero kingmaker campaign' under tabs :)

Here's to a fun campaign, everyone! Nice to meet those I haven't written with before.

Edit: After having talked to the GM, I decided to change a few minor things on the stat sheet. One of his traits will change to reactionary and his familiar will change to a rat since it seems every familiar is from an outside source except the nine from the wizard class in the core rulebook, unless I'm missing something. Kind of fits a former street urchin I suppose?

Grand Lodge

None Immortal God 99

Atlas, fill out your spellbook as per character creation, then purchase extra scrolls that you want, don't put them strait into your book as you'll need to make some rolls for that.


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

*Looks at herolab*

Odd. The spellbook exists in herolab but not the stat output...

Well, I'll add it manually. One moment.

Edit: Everything should be fixed now. Forgot the wealth roll which I did just now and rolled almost max wealth for a wizard, so had some extra gp. His spellbook contains six free level 1 spells which are under the spells known entry. Crafted the scrolls and put them with the 'spells' section for ease of finding. They're listed as present scrolls.

I used most of his gold to craft them and buy his weapons, bought some wilderness exploration gear and made one of his weapons coldiron instead of crafting one extra scroll, just in case. The familiar was switched to a rat for +2 fort and the trait for Deathtouched as rolled in the story is listed as +2 saves vs mind affecting.


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

@Drektan. Correct. Katarina is from a merchant family, a very distant relationship to the main Lebeda family.

I'd say play it as you working for the Lebeda's, who are interested in seeing how this venture will play out? They used the Katarina connection as an excuse to have you join. So no real connection between you and her aside from that.

Katarina certainly isn't going to be giving you any orders, aside from things like - "Duck!" :)


Male Halfling (Reincarnated Catfolk) Archivist Bard 2 | Init +2 | AC16/T13/F14/CMD11 | HP 13/13 | F+0/R+5/W+4 | Per+7/SM+8

I am 3ish hours East of home, with my 27 year old daughter in a neurological ICU.

She is supposed to be in observation for 24~48 hours. Beennworking this issue since 0500 local this morning. I make no promises about posting on my phone through this.


Hi guys. I’m sorry but I decided to not join the campaign after all. Have fun!!


Female Human (Taldan) Aldori Swordlady 1 | HP 10/11 | AC 21 TO 15 FF 16 | F +3 R +4 W +2 | CMD 17 | Init +4 | Perc +3
Drektan wrote:

I am 3ish hours East of home, with my 27 year old daughter in a neurological ICU.

She is supposed to be in observation for 24~48 hours. Beennworking this issue since 0500 local this morning. I make no promises about posting on my phone through this.

Don't worry with anything here, Drektan. Please focus on her! Take care!


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

layla is right Drektan. Family is the most important thing here. I hope everything goes well!


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

So currently we have a Cleric, Wizard, Barbarian, Fighter & possibly a Bard.

Does Cator want to emulate the greatest Barbarian of all and add a level or two of Rogue in the future?

Apologies if I sound pushy, having all the bases covered is a thing with me.

Grand Lodge

None Immortal God 99
Drektan wrote:

I am 3ish hours East of home, with my 27 year old daughter in a neurological ICU.

She is supposed to be in observation for 24~48 hours. Beennworking this issue since 0500 local this morning. I make no promises about posting on my phone through this.

No worries mate, post when you can. I’ll pretend to be you (or someone else can) as long as you’re out. Like I said before, family first!

Grand Lodge

None Immortal God 99

Don’t worry Katharine, all the bases will be covered.


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP
Katarina Lebeda wrote:
Does Cator want to emulate the greatest Barbarian of all and add a level or two of Rogue in the future?

Cator will ponder this along with 'What Is Best In Life'.


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

Best of wishes, drek! Hope she makes a swift recovery.

Atlas was going rogue for level 2 and then straight wizard/arcane trickster. He loses 1 level of wizard but gets a lot of sneak attack and rogue skills. Technically he covers bith wizard and rogue. However, i dont mind if someone else wants to take up pure or partial rogue too.


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

Done right Arcane Trickster is very powerful. Putting Sneak attack on Acid splash is just nasty. I take it you're going to take the Accomplished Sneak attacker feat?


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

Yeah. Probably will since i believe its also core naterial. But was going more for surprise giant hammer on skull from invisible muscle titan :p

Slight addendum: very busy today with getting wife from hospital so uc posting wont be possible until the evening.


Female Human (Taldan) Aldori Swordlady 1 | HP 10/11 | AC 21 TO 15 FF 16 | F +3 R +4 W +2 | CMD 17 | Init +4 | Perc +3

I just noticed everybody's attributes, by the way! No chance to balance this party :) Layla and the catfolk are toast! Heh


F Human Evangelist Cleric 15. hp 131/131 AC 29 /FF24 /T21. CMD: 28. Init + 10 (roll twice). Perc.+ 30. Saves (/w buffs): f +21, R +20, w +25. Att (Current buffs) +21, 1d6+13. Conditions: Always see invis/Ethereal, Alter self (dex), Good Hope +3 (4 on self), Untold Wonder, Greater magic weapon +3 , Freedom of Movement, Resist energy fire + electricity, Shield of faith +4, lucky horseshoe.
Layla Kheper wrote:
I just noticed everybody's attributes, by the way! No chance to balance this party :) Layla and the catfolk are toast! Heh

Yeah, the rolls were a bit skewed, sorry :) I tried to tone it down a bit and play a jokish character over a 20 int control monster. Still, couldn't resist the opportunity to play an *actual* muscle wizard for once. Hopefully he'll be entertaining!


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9
Elrys Valrassedin wrote:
Layla Kheper wrote:
I just noticed everybody's attributes, by the way! No chance to balance this party :) Layla and the catfolk are toast! Heh
Yeah, the rolls were a bit skewed, sorry :) I tried to tone it down a bit and play a jokish character over a 20 int control monster. Still, couldn't resist the opportunity to play an *actual* muscle wizard for once. Hopefully he'll be entertaining!

@Elrys: Wrong game!

I've done a few of these 'Roll for stats' recruitments. First time I've ever got a character that was better than point buy. :)

Grand Lodge

None Immortal God 99

Is everyone ready to depart?


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP

Any word on the missing mage?


Female Human (Taldan) Aldori Swordlady 1 | HP 10/11 | AC 21 TO 15 FF 16 | F +3 R +4 W +2 | CMD 17 | Init +4 | Perc +3

The missing mage stepped out of the game, so we're just doing 5 people now. Our bard is temporarily MIA as far as I understand but maybe we should keep moving and he can catch up later!


Male Human (taldane)|HP: 18/18|AC: 17 (13 Tch, 14 Fl)|CMB: +5, CMD: 18|F: +5, R: +3, W: +2| Init: +3|Perc: +6, SM: +2, Acro +7, Intim +6, Kn. (nature) +6, Surv +6 Barbarian/1st|Speed 30ft (40ft)|Rage 7/7 Rounds, +4 morale bonus to Str & Con +2 morale bonus to Will, -2 AC, +2 Temp HP

Cator's ready to start a new life elsewhere.


M Human Muscle Wizard 1 (transmuter). 10/10 HP. AC 17 / T 13 / FF 14 (under mage armor). Att +4 vs AC, 1d12+6 B or P, Reach, 4 AoO/turn. CMB +4, CMD 17. S: F +5, R +3, W +4. +2 vs mind-affecting. Conditions: None.

I'm ready!

Btw, if anyone ever gets bothered by Ajax's macho man personality then just tell me and i'll turn it down.

Grand Lodge

None Immortal God 99
Atlas Jaxx wrote:

I'm ready!

Btw, if anyone ever gets bothered by Ajax's macho man personality then just tell me and i'll turn it down.

I’m sure once you get a humbling experience it will anyways. Nothing like bragging so much, only to be taken down by a couple of lowly bandits lol


Female Human Cleric 1. Hp 11. AC 16 T 12 FF 14 . Init +2. Fort +4, Ref +2, Will +6. Perception +9

Ready to go.

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